Archived

This topic is now archived and is closed to further replies.

syncing a program with the system clock

This topic is 5180 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Guest Anonymous Poster
Check out the articles here:

http://www.mvps.org/directx/indexes/game_timing.htm

They provide a decent framework for setting up a timing loop in accordance with system time and running your game at a suitable rate.

Share this post


Link to post
Share on other sites
Btw, on Windows with QueryPerformance, is there a way to avoid the timing to "block" during a very short period (this often happens when the system swaps during maybe 1/10 of sec). I sometimes have jerky motion and I wanted to know if you have the same problems. I update the timer once at the beginning of the main loop and stores the result in float format. Then I use the delta_time between two frames to update the velocity, position,...

[edited by - bucheron on October 12, 2003 4:44:01 AM]

Share this post


Link to post
Share on other sites
Have you tried using an average for your dtime? It smoothes out most small jerks.

In pseudocode

delta_time = CurrentTime - Previoustime;

smooth_time = smooth_time*20 + delta_time;
smooth_time = smooth_time / 21;

UpdatePhysics(smooth_time);

Share this post


Link to post
Share on other sites